refactor: reader utils (#1329)

## Summary

Extract shared reader utilities (`ReaderUtils.h`) to reduce duplication
across `EpubReaderActivity`, `TxtReaderActivity`, and (upcoming)
`MarkdownReaderActivity`.

  Utilities extracted:

   - `applyOrientation()` — orientation switch logic
   - `detectPageTurn()` — page navigation input detection
   - `renderAntiAliased()` — grayscale anti-aliasing pass
   - `displayWithRefreshCycle()` — refresh mode cadence
   - `GO_HOME_MS` — back button timing constant

  ## Impact

Flash: 32 bytes saved (6006441 → 6006409 bytes). Minimal immediate gain,
but meaningful once markdown reader and future reader types share these
functions.

Code quality: Eliminates ~100 lines of duplicated logic spread across
multiple files. All readers now follow the same patterns for
orientation, input handling, and rendering.

  ## Rationale

This refactor is preparation for markdown support, which requires
identical input and rendering logic. Instead of copy-pasting these
patterns a third time, all readers now share a single, tested
implementation. Future reader types can reuse `ReaderUtils` without
duplication.

  ---

  ## AI Usage

Did you use AI tools to help write this code? YES Claude extracted the
code, under my guidance. Tested on my device and seems to work fine.
This commit is contained in:
Uri Tauber
2026-03-08 11:45:54 -05:00
committed by GitHub
parent 65e6caea57
commit c986a274ee
3 changed files with 105 additions and 106 deletions
+89
View File
@@ -0,0 +1,89 @@
#pragma once
#include <CrossPointSettings.h>
#include <GfxRenderer.h>
#include <Logging.h>
#include "MappedInputManager.h"
namespace ReaderUtils {
constexpr unsigned long GO_HOME_MS = 1000;
inline void applyOrientation(GfxRenderer& renderer, const uint8_t orientation) {
switch (orientation) {
case CrossPointSettings::ORIENTATION::PORTRAIT:
renderer.setOrientation(GfxRenderer::Orientation::Portrait);
break;
case CrossPointSettings::ORIENTATION::LANDSCAPE_CW:
renderer.setOrientation(GfxRenderer::Orientation::LandscapeClockwise);
break;
case CrossPointSettings::ORIENTATION::INVERTED:
renderer.setOrientation(GfxRenderer::Orientation::PortraitInverted);
break;
case CrossPointSettings::ORIENTATION::LANDSCAPE_CCW:
renderer.setOrientation(GfxRenderer::Orientation::LandscapeCounterClockwise);
break;
default:
break;
}
}
struct PageTurnResult {
bool prev;
bool next;
};
inline PageTurnResult detectPageTurn(const MappedInputManager& input) {
const bool usePress = !SETTINGS.longPressChapterSkip;
const bool prev = usePress ? (input.wasPressed(MappedInputManager::Button::PageBack) ||
input.wasPressed(MappedInputManager::Button::Left))
: (input.wasReleased(MappedInputManager::Button::PageBack) ||
input.wasReleased(MappedInputManager::Button::Left));
const bool powerTurn = SETTINGS.shortPwrBtn == CrossPointSettings::SHORT_PWRBTN::PAGE_TURN &&
input.wasReleased(MappedInputManager::Button::Power);
const bool next = usePress ? (input.wasPressed(MappedInputManager::Button::PageForward) || powerTurn ||
input.wasPressed(MappedInputManager::Button::Right))
: (input.wasReleased(MappedInputManager::Button::PageForward) || powerTurn ||
input.wasReleased(MappedInputManager::Button::Right));
return {prev, next};
}
inline void displayWithRefreshCycle(const GfxRenderer& renderer, int& pagesUntilFullRefresh) {
if (pagesUntilFullRefresh <= 1) {
renderer.displayBuffer(HalDisplay::HALF_REFRESH);
pagesUntilFullRefresh = SETTINGS.getRefreshFrequency();
} else {
renderer.displayBuffer();
pagesUntilFullRefresh--;
}
}
// Grayscale anti-aliasing pass. Renders content twice (LSB + MSB) to build
// the grayscale buffer. Only the content callback is re-rendered — status bars
// and other overlays should be drawn before calling this.
// Kept as a template to avoid std::function overhead; instantiated once per reader type.
template <typename RenderFn>
void renderAntiAliased(GfxRenderer& renderer, RenderFn&& renderFn) {
if (!renderer.storeBwBuffer()) {
LOG_ERR("READER", "Failed to store BW buffer for anti-aliasing");
return;
}
renderer.clearScreen(0x00);
renderer.setRenderMode(GfxRenderer::GRAYSCALE_LSB);
renderFn();
renderer.copyGrayscaleLsbBuffers();
renderer.clearScreen(0x00);
renderer.setRenderMode(GfxRenderer::GRAYSCALE_MSB);
renderFn();
renderer.copyGrayscaleMsbBuffers();
renderer.displayGrayBuffer();
renderer.setRenderMode(GfxRenderer::BW);
renderer.restoreBwBuffer();
}
} // namespace ReaderUtils